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Very Hot Topic (More than 75 Replies) Tips & Tricks for D&D PnP (Read 2379 times)
Azog
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Tips & Tricks for D&D PnP
Mar 3rd, 2014 at 7:03am
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After playing some decades PnP, do you have some useful tactics / tricks for the player?

I found out that flour is very versatile (invisibility, checking if somebody will walk over some way, making glue with water...)

The spell "rope trick" can also be used in a lot of interesting ways.


Tanking with a cleric that casts "shield other" is also great.
Try always to cast "protection from evil" to your fighters. It is very unpleasant when the 80 HP Half Orc Barbarian gets mind controlled.

Okay, yes, I am bored.
Just write some stuff.     Tongue
  
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Rasczak
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Re: Tips & Tricks for D&D PnP
Reply #1 - Mar 3rd, 2014 at 8:35am
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You play Pun Pun and you don't need any tricks. Kobolds are OP.

http://www.dandwiki.com/wiki/Pun-Pun_%283.5e_Optimized_Character_Build%29


PS: It's old and obsolete but still funny.
« Last Edit: Mar 3rd, 2014 at 8:35am by Rasczak »  
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Re: Tips & Tricks for D&D PnP
Reply #2 - Mar 3rd, 2014 at 9:41am
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Always carry some rope. It is useful for climbing down places, pulling people/stuff out of places, tying up prisoners, doing rope tricks, etc.

Never run (causes noise, can fall into traps, etc.) unless you have to.
  
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grimorde
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Re: Tips & Tricks for D&D PnP
Reply #3 - Mar 3rd, 2014 at 9:44am
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Buy doughnuts for the DM
  
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Azog
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Re: Tips & Tricks for D&D PnP
Reply #4 - Mar 3rd, 2014 at 10:06am
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Dont allow the players to drink whiskey
  
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grimorde
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eh whatever...

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Re: Tips & Tricks for D&D PnP
Reply #5 - Mar 3rd, 2014 at 10:28am
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Quote:
Dont allow the players to drink whiskey


As long as the DM can, that's fine  Wink
  
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Re: Tips & Tricks for D&D PnP
Reply #6 - Mar 3rd, 2014 at 1:35pm
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Ten foot pole : always useful for poking stuff (chests to detect mimics, suspicious liquids, errant party members, sleeping beasties), and you can snap it in half to improv 2 quarter-staves.

Be inventive, here's a few examples;
http://www.tabletitans.com/tales/post/i-improvised-a-weapon

http://www.tabletitans.com/tales/post/how-to-train-your-rogue
  
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Re: Tips & Tricks for D&D PnP
Reply #7 - Mar 6th, 2014 at 1:21am
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grimorde wrote on Mar 3rd, 2014 at 9:44am:
Buy weed for the DM


Ftfy.  Amazing how fast you can get the phat loot when your dm is all crunked up.

  


"One of these things is not like the others... one of these things just doesn't belong..."
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Re: Tips & Tricks for D&D PnP
Reply #8 - Mar 6th, 2014 at 11:05am
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Never, never, NEVER reach into a dark hole with your sword hand.
  

Two sips from the cup of human kindness and I'm shitfaced
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Azog
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Re: Tips & Tricks for D&D PnP
Reply #9 - Mar 6th, 2014 at 11:06am
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You may open a little hole in a door and summon a monster on the other side.
It can be very useful sometimes.
  
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Re: Tips & Tricks for D&D PnP
Reply #10 - Mar 6th, 2014 at 12:00pm
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Awesome thread, Azog!

1) Cary candles, wax is useful in a ton of ways. It can mark rough walls better than chalk, it can stick light objects (thread across a door), it can make a time delay fuse, it can plug small leaks, etc.

2) Pepper can be useful too (not as much as flour) for slowing scent based pursuit, or blinding an opponent. It adds spice to summoned air elementals, too.

3) A metal flask of oil plus a heat metal spell is a 3 round delayed explosive. A metal helmet with heat metal is a self heating stew pot.

4) keep a few chisel point arrows in your quiver, you can cast silence or darkness or continual light on them to greatly increase the range of those spells

5) At higher levels, Shrink Item can be wicked - it lasts for days, so shrink "large"versions of weapons like arrow heads or flasks of greek fire. After you launch them at an enemy, you can dispel it to have them suddenly return to full size, making huge puddles of fire or splitting the boards of a ship as the arrowhead expands. It can also let you carry ungodly amounts of rope

6) if you put one ring of a ring gate at the bottom of a lake you have a short duration high pressure fire hose.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Tips & Tricks for D&D PnP
Reply #11 - Mar 17th, 2014 at 10:42pm
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Playing chaotic neutral is... very entertaining.
  
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Azog
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Re: Tips & Tricks for D&D PnP
Reply #12 - Mar 18th, 2014 at 1:14am
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Meursault wrote on Mar 6th, 2014 at 12:00pm:
Awesome thread, Azog!

1) Cary candles, wax is useful in a ton of ways. It can mark rough walls better than chalk, it can stick light objects (thread across a door), it can make a time delay fuse, it can plug small leaks, etc.

2) Pepper can be useful too (not as much as flour) for slowing scent based pursuit, or blinding an opponent. It adds spice to summoned air elementals, too.

3) A metal flask of oil plus a heat metal spell is a 3 round delayed explosive. A metal helmet with heat metal is a self heating stew pot.

4) keep a few chisel point arrows in your quiver, you can cast silence or darkness or continual light on them to greatly increase the range of those spells

5) At higher levels, Shrink Item can be wicked - it lasts for days, so shrink "large"versions of weapons like arrow heads or flasks of greek fire. After you launch them at an enemy, you can dispel it to have them suddenly return to full size, making huge puddles of fire or splitting the boards of a ship as the arrowhead expands. It can also let you carry ungodly amounts of rope

6) if you put one ring of a ring gate at the bottom of a lake you have a short duration high pressure fire hose.



Good ones!

If you are a paladin, ALWAYS detect evil before entering a room. The DM will hate you. Only a foot of solid matter can stop it. It is like supermanīs x-ray.
« Last Edit: Mar 18th, 2014 at 1:25am by »  
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Re: Tips & Tricks for D&D PnP
Reply #13 - Mar 18th, 2014 at 3:37am
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Magic missile can hit more than just enemies.

Don't attempt to steal from an army's equipment/armament master. He's a master for a reason.

Refill food and water rations as often as you can.

Positioning is key. Much like sex, the proper position gives the best results.

Spells gives more effects than just damage - most of the time, those effects are more important. Example: burning hands a barrel of flammable fluid can have devastating results if used properly.

Never let the barbarian run ahead of the party too much. Just like in DDO, their soulstones make good trap markers, but the mobs get alerted to your presence.
  

En taro Tassadar!
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Re: Tips & Tricks for D&D PnP
Reply #14 - Mar 28th, 2014 at 1:49pm
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Quote:
Dont allow the players to drink whiskey

Whaaat thats only way i can play DDo any more is if im shit faced drunk. It makes for great pug groups . everytime some 1 fucks up take shot or drink a beer . I did the new raids that way and by the time there done i cant get out of my chair Cheesy good thing for depends   Grin
  
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Re: Tips & Tricks for D&D PnP
Reply #15 - Mar 28th, 2014 at 4:37pm
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Quote:
If you are a paladin, ALWAYS detect evil before entering a room. The DM will hate you. Only a foot of solid matter can stop it. It is like supermanīs x-ray.


I was doing this last night.  I walked into a room with a trapped sleeping owlbear, my Chaotic Neutral party then closed the door behind me.

I love being a paladin.
  

So you want to know about an exploit?
PM Epoch For Details. Or, in case you don't already know, OnePercenter controls the Exploits Board. Lastly, if you're truly desperate, Vendui Tells Everyone
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Smrti
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Re: Tips & Tricks for D&D PnP
Reply #16 - Mar 29th, 2014 at 3:32am
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Minor Telekinesis is super broken for a level one spell.

It's great for creating improvised weapons.

Like a pile of sewing needles suddenly becoming a cloud of death.

Or the infinitely thin Tenser's Floating Disc being launched at the limbs of your enemies. Or necks.


to expand on some of the other ideas:

Shrink Item can be used on Ballisate Bolts to turn them into XBow Bolts. Then they can expand and create much bigger holes in things, even after penetrating say, the hull of a ship, a wall, or a halfling.

Swords can carry an electrical current and act as a focal point for Lightning spells, even if you left it stuck in something or someone.

Torture is severely underrated as a means of interrogation. Just make your Paladin stand away from you.

Chaotic Good doesn't mean anything besides "If the Ends Justify the Means..."
  

Munkenmo wrote on Jun 20th, 2012 at 9:41pm:
All hail Smrti.

Felgor wrote on Sep 11th, 2012 at 11:18pm:
Fuck Australia.

rev Jim wrote on Sep 12th, 2012 at 8:40am:
I wish I was a rich black woman sometimes........
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Azog
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Re: Tips & Tricks for D&D PnP
Reply #17 - Mar 29th, 2014 at 3:47am
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BAMBIBEER wrote on Mar 28th, 2014 at 1:49pm:
Whaaat thats only way i can play DDo any more is if im shit faced drunk. It makes for great pug groups . everytime some 1 fucks up take shot or drink a beer . I did the new raids that way and by the time there done i cant get out of my chair Cheesy good thing for depends   Grin


Well, my experience is that two friends donīt talk to each other since then.
The drunken one told the non drunken one some bitter truths (while yelling and sharing a lot of hate). It was something like "I donīt want to hear your fucking complains about your first world problems"  Smiley
  
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Azog
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Re: Tips & Tricks for D&D PnP
Reply #18 - Mar 29th, 2014 at 3:48am
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Smrti wrote on Mar 29th, 2014 at 3:32am:
Minor Telekinesis is super broken for a level one spell.

It's great for creating improvised weapons.

Like a pile of sewing needles suddenly becoming a cloud of death.

Or the infinitely thin Tenser's Floating Disc being launched at the limbs of your enemies. Or necks.


to expand on some of the other ideas:

Shrink Item can be used on Ballisate Bolts to turn them into XBow Bolts. Then they can expand and create much bigger holes in things, even after penetrating say, the hull of a ship, a wall, or a halfling.

Swords can carry an electrical current and act as a focal point for Lightning spells, even if you left it stuck in something or someone.

Torture is severely underrated as a means of interrogation. Just make your Paladin stand away from you.

Chaotic Good doesn't mean anything besides "If the Ends Justify the Means..."


Hey, Smrti! Dichosos los ojos!

Como te va?
  
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Smrti
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Re: Tips & Tricks for D&D PnP
Reply #19 - Mar 29th, 2014 at 5:10am
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Quote:
Hey, Smrti! Dichosos los ojos!

Como te va?


Bien, Gracias!

On another note, how's Europe?
  

Munkenmo wrote on Jun 20th, 2012 at 9:41pm:
All hail Smrti.

Felgor wrote on Sep 11th, 2012 at 11:18pm:
Fuck Australia.

rev Jim wrote on Sep 12th, 2012 at 8:40am:
I wish I was a rich black woman sometimes........
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Azog
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Re: Tips & Tricks for D&D PnP
Reply #20 - Mar 29th, 2014 at 10:40am
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Smrti wrote on Mar 29th, 2014 at 5:10am:
Bien, Gracias!

On another note, how's Europe?


Bureaucratic, but at least we had good weather all this time....
  
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Re: Tips & Tricks for D&D PnP
Reply #21 - Apr 10th, 2014 at 1:15pm
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You may open a little hole in a door and summon a monster on the other side


Or fireball through the hole for that matter.
  

~~~~~~~~~~~
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Re: Tips & Tricks for D&D PnP
Reply #22 - Apr 12th, 2014 at 9:23pm
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magic missile is also great against opponents with the "Mirror image" spell - AoEs won't dispel the images, but targeting 1 missile each will.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Tips & Tricks for D&D PnP
Reply #23 - Apr 12th, 2014 at 10:20pm
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My only advice.

Always drink and PnP.
  
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Re: Tips & Tricks for D&D PnP
Reply #24 - Apr 12th, 2014 at 11:57pm
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If you can keep track of line of sight it turns into a super power for mages and rogues.

Don't just ask the DM "what's nearby?" Ask for specific things. In a bar? Ask if there's a dart board. Poof! You just created free darts. You might even be able to go further if it's a seedy bar: that kind of clientele would toss daggers, wouldn't they? You get advantages in a fight, and the DM gets texture added to his/her world. Win/win.

Along the same lines, some mage spells were designed to be swiss army knives. Illusion spells especially. If you find you can add details, then you can usually make an illusion into a game-changer. Even an unconvincing illusion, placed deviously, can be devastating. For instance, dig a real pit, and place two or three illusory pits in front of it. When you can get your enemies to start making disbelief attempts on real things, you own their reality.
  

Silence is golden, but I only get silver rolls.
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